Race for the

Jade Chalice You and your comrades must delve into the ruins beneath Talon Pass in search of a fabled jade chalice. Not only is the chalice still guarded, but you arent the only ones after it!

This Dungeons & Dragons adventure takes

characters from 2nd level to 3rd level. It contains Treasure of Talon Pass

five pregenerated characters so you can start playing

right away. Specially designed for Free RPG Day, this adventure includes character hooks, encounter writeups, maps, monster stat blocks, enemy tactics, and even two brand-new monsters and a magic item never before published for 4th Edition D&D.

310_3714A_001_cover.indd 1 4/10/08 4:46:19 PM

INTRODUCTION

In Treasure of Talon Pass , the player characters explore pass. But barbarians sacked it shortly before the empire an ancient mountain garrison in search of a jade chalice fell, and today only shards of brick remain to hint at its reputed to be worth a small fortune. But the path to former glory. the jade chalice isnt easy. A dragon and its kobold However, set into a cliff near a waterfall on the edge minions have taken up residence in the garrison, and of the meadow, a stone stairway leads downward into some undead soldiers from long ago still haunt its halls the strongholds basement. About six months ago, a black as well. dragon named Skatharilarn found the subterranean Nor are the PCs the only ones seeking the jade chalice. section and decided that it would make a comfortable A band of orc mercenaries known as the Nightfists are laireven if it was higher in the mountains than black after the chalice . . . and they arrived at the dungeon only dragons usually live. Arriving with a train of kobold ser- minutes before the PCs. vants and a mercenary human mage, Skatharilarn cleared Treasure of Talon Pass is designed to take 2nd-level out most of the dungeon, leaving only a few undead sol- characters to 3rd level. It is full of familiar features of the diers undisturbed (and a few secret passageways he hasnt DUNGEONS & DRAGONS game, including traps, tricky discovered yet). kobolds, an evil wizard, and of course, a dragon. When the adventure begins, the PCs have just arrived Theres also plenty of room for a DM to alter and expand in Talon Pass and discovered the entrance to the towers Treasure of Talon Pass to fit into an ongoing campaign. basement. The Nightfist orc mercenaries, following the same information, arrived less than an hour earlier. Now Background theyre pinned down in room 3, getting ready to make another assault on the kobolds in room 4. Treasure hunters across the region have long sought a piece of jewelry known simply as the Jade Chalice. The chalice is the missing part of a finely carved set that many Adventure Hooks local lords would pay handsomely to be able to display on Any adventure hook that gets the PCs to the dungeon the mantel in their grand hall. entrance and clues them in to the presence of the Nightfist Recently, information has surfaced indicating that the orcs will work. For example: chalice was last seen centuries ago in the Tower of Talon The PCs come across the aftermath of a battle between Pass, once a stronghold of an ancient human empire. In its the Nightfist orcs and a caravan heading up the road heyday, it housed soldiers guarding the nearby mountain to Talon Pass. The sole survivor from the caravan tells

CREDITS David Noonan Rob Lazzaretti Design Cartographer

Andy Collins Erin Dorries

Development and Editing Publishing Production Specialist

Kim Mohan Cynda Callaway

Managing Editing Production Manager

Stacy Longstreet DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, Players D&D Senior Art Director Handbook, Dungeon Masters Guide, Monster Manual, Treasure of Talon Pass, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc. in Chris Seaman the U.S.A. and other countries. All Wizards characters, character Cover Illustration names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. This material is protected under the Lars Grant-West copyright laws of the United States of America. Any reproduction David Griffith or unauthorized use of the material or artwork contained herein Ralph Horsley is prohibited without the express written permission of Wizards Zoltan Boros & Gabor Szikszai of the Coast, Inc. Any similarity to actual people, organizations, Doug Kovacs places, or events included herein is purely coincidental. Printed in William OConnor the U.S.A. 2008 Wizards Steve Prescott Interior Illustrations 320-3714A-001 EN 987654321 First Printing: May 2008 Visit our website at www.wizards.com/dnd

1 them the story of the Jade Chalice before expiring in Treasure of Talon Pass employs the parcel technique classic pulp fashion. of treasure distribution described in the Dungeon Masters A local lord hires the PCs to retrieve the Jade Chalice, Guide . Youll need nine treasure parcels in addition warning them that a rival lord has hired orc mercenar- to the Jade Chalice, which is an art item worth 260 gp. ies to snatch it first. You can use the list of parcels below, or you can create The ghost of the jade carver who made the chalice your own using the rules in Chapter 7 of the Dungeon appears to the PCs in a dream, telling them to retrieve Masters Guide. the Jade Chalice, warning of dire consequences if the If youre using the wish list suggestion in the Dungeon orcs get their hands on it. Masters Guide, you can assign magic items based on those lists. Otherwise, select magic items from the Players Hand- Level 2 Major Quest: If the PCs successfully recover book appropriate for your characters and the adventure. the Jade Chalice from Hareel Vaar, award each character Parcel 1: Magic item, level 6 an extra 125 XP. Parcel 2: Magic item, level 5 If the PCs were hired to recover the chalice, their Parcel 3: Magic item, level 4 employer pays them 260 gp for its return. Otherwise, they Parcel 4: Talon amulet (new magic item; see page xx) can sell it for that price, or perhaps hold onto it . . . which Parcel 5: Two 100 gp gems + 90 gp you can encourage them to do if you want it to become a Parcel 6: Two potions of healing + 70 gp significant item in your campaign. Parcel 7: 150 gp + 200 sp Parcel 8: Potion of healing + 40 gp Minor Character Hooks Parcel 9: 30 gp + 300 sp In addition to implementing one of the adventure hooks Once youve assigned magic items, apportion the treasure listed above, consider using either or both of the minor parcels to rooms as given below: character hooks below. Adding a personal investment to Room 5: One parcel an adventure makes it more meaningful for the charac- Room 6: Two parcels ters, and can draw their attention more effectively than Room 8: Three parcels any monetary reward. Room 9: Two parcels An ominous vision has appeared to many servants of a Room 11: The Jade Chalice and one other parcel deity affiliated with one of the characters in the party. In this vision, undead beings beneath Talon Pass, long forgotten to the world, have recently been awakened. Room Summaries Level 2 Minor Quest: If the PCs defeat all the See the encounters on the following pages for more undead creatures in rooms 2 and 9, award each PC an detailed descriptions of each room and its inhabitants. extra 25 XP. 1. Entry: This chamber is empty, but holds potential An evil mage named Hareel Vaar is wanted in connec- clues for the PCs. tion with several thefts over the past few months. One 2. Infirmary: This room holds several undead rem- of the PCs has accepted a commission to hunt this man nants of the dungeons former inhabitants. down and return him, alive, to civilization. 3. Prison Chamber: Most of the surviving orc merce- Level 2 Minor Quest: If the PCs return Hareel naries are here, readying to attack the kobolds in room 4. Vaar to any town or city without killing him, award 4. Pillared Hall: The kobolds have pinned down a lone each PC an extra 25 XP. orc in this room. 5. Sacrifice Chamber: This secret room holds a trap, Getting Ready to Play as well as a shaft leading down to room 8. 6. Kobold Sanctuary: The kobold leaders lair here, Other than spending a little time looking at the monster guarding the stairs down to room 7. and trap stat blocks, and reviewing the maps on the inside 7. Statue Room: This room holds a nest of spiretop covers of this booklet, you dont need any special prepara- drakes and two guardian constructs. tion before running Treasure of Talon Pass. 8. Dragons Lair: The leader of the dungeons current If youre using Treasure of Talon Pass as a stand-alone denizens lives in this natural cavern. adventure, you can give the players the character sheets in 9. Officer Quarters: Three more undead lair here, the back of this booklet. Each two-page sheet describes a lying in wait for living prey. pregenerated 2nd-level character. 10. Hall of Champions: This antechamber is guarded If youre using Treasure of Talon Pass to start a new cam- by an imp and three iron defenders. paign, tell the players to make 2nd-level characters. They 11. Test of Valor: The final chamber of the dungeon can have any reasonable amount of ordinary equipment, holds a small gladiator pit, overseen by the cruel mage plus one 2nd-level magic item and one 1st-level magic item Hareel Vaar. per character. Each character also has 20 gp in cash.

2ROOM 1: ENTRY

Setup This room doesnt have monsters.

When the PCs first descend the stairs, read:

This stone chamber has an intact set of double doors in the east wall and a set of double doors hanging precariously from a single hinge on the west wall. Theres a weird mix of stone and jagged metal debris in the southwest corner.

Tactics Theres nothing to fight here, but the PCs can gain some clues that will help them in later rooms. Its also pos- sible that the PCs will retreat here if the battle in room 3 doesnt go their way. This room is also a good place to establish the common pieces of dungeon dressing that the PCs will be dealing with throughout the adventure. See the Common Dun- Common Dungeon Elements geon Elements section below. The following elements are present in room 1 and throughout the dungeon, unless otherwise noted. Features of the Area Floor: The floors are flagstone tilesa mix of 1-foot- Illumination: None, other than what the PCs bring square stones and 1-foot-by-2-foot rectangles. with them. Walls: The walls are masonry facing with a mix of Western Doors: You dont have to be a forensic genius dirt and stone behind them. Unless otherwise noted, it to realize that someone busted these doors open from requires a DC 20 Athletics check to climb a wall. inside this room. Theyre hanging outward, so the damage Ceiling: All ceilings are 15 feet high, with stone but- was done by someone trying to get out of room 1, not into tresses supporting wooden planks. In a few places on the it. A character who makes a DC 15 Perception check upper level, the planks have rotted away, revealing a mix notices that the splintering on the doors is freshsomeone of dirt and stone above. broke these doors down less than an hour ago. Doors: The iron-bound wooden doors require a DC 18 Eastern Doors: These ironbound wooden doors are Strength check to force open. They are hinged to swing in still intact. Judging from the darkness visible at the bottom both directions. crack of the door, theres nothing illuminating the room Stairs: Theyre all steep enough to constitute difficult beyond. And no sound either. In crude Draconic char- terrain when moving up. acters, painted across the door in red, is a single word: Ambient Sound: The waterfall outside the entrance Dont. (The kobolds want to make sure they dont wind can be heard as dull noise throughout the dungeon, up fighting the undead.) although its loud enough in room 1 that PCs will have to Wreckage: The rubble in the southwest corner con- speak clearly to be heard. sists of two of the spinning blades pillars found in room Moisture and Temperature: Enough mist from the 5except the kobolds disabled these pillars when they waterfall blows in that the upper rooms (1 through 6) feel arrived. If PCs spend time sifting through the wreckage, damp and have occasional patches of condensation on the they learn the following: walls and floor. The downstairs is noticeably drier, except Many of the stone pieces have a gently carved, curved for room 8, which has its own water source. All the rooms surface. are a little chillyabout 50 degrees Fahrenheit. The metal parts appear to be some sort of hinged and jointed armature. There are pieces of a metal blade amid the wreckage.

If the PCs examine the wreckage, they gain bonuses when

they have to deal with the intact spinning blades trap inROBERT L A Z Z ARE T TI

room 5.

3 ROOM 2: INFIRMARY

Encounter Level 2 (660 XP) When all PCs are in the room, or when a brave PC walks more than 20 feet into the room, read: Setup The door closes and locks of its own volition. And you hear shuffling footsteps coming from the southeast. Lots of shuffling footsteps. The undead here, once soldiers wounded in battle, wait for further orders that will never come. They do not leave the If the PCs first open the secret door from room 3, infirmary willingly but will defend it to the deathstrictly read: interpreting the last orders given them. Two corpselike creatures stand at attention next to a high table in the This encounter includes the following creatures. center of the room. Two stairways in the eastern wall lead upward, 2 deathlock wights (D) and a door is set in the northern wall. 10 pack zombies (Z) 2 Deathlock Wights Level 4 Controller Unless the characters loudly converse or make other obvi- Medium natural humanoid (undead) XP 175 each ous noise, all monsters are distracted at the start of the Initiative +4 Senses Perception +1; darkvision encounter. The pack zombies have a passive Perception HP 54; Bloodied 27 score of 10, and the wights have a passive Perception score AC 18; Fortitude 15, Reflex 16, Will 17 of 11. Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 6 m Claw (standard; at-will) Necrotic If the PCs first open the door from room 1, read: +9 vs. AC; 1d6 necrotic damage, and the target loses 1 healing Remnants of wood-and-canvas frameworks are scattered across the surge. floor. The chamber continues to the east, turning south beyond your R Grave Bolt (standard; at-will) Necrotic sight line. Theres also a downward stairway in the southern wall. Ranged 20; +6 vs. Reflex; 1d6 + 4 necrotic damage, and the target is immobilized (save ends). R Reanimate (minor; encounter) Healing, Necrotic Ranged 10; affects a destroyed undead creature of a level no higher than the deathlock wights level + 2; the target stands as a free action with a number of hit points equal to one-half its bloodied value. This power does not affect minions. C Horrific Visage (standard; recharge ) Fear Close blast 5; +7 vs. Will; 1d6 damage, and the target is pushed 3 squares. Alignment Evil Languages Common Skills Arcana +10, Religion +10 Str 10 (+2) Dex 14 (+4) Wis 9 (+1) Con 14 (+4) Int 16 (+5) Cha 18 (+6)

ROOM 2: INFIRMARY The pack zombies rush the PCs en masse from the east. They try to surround one or more PCs, cutting them off from any comrades still outside the door and forc- ing them down the stairs toward the lower chamber. On their first turn, the deathlock wights move to the two doors separating the southern area from the northern sec- tion. One opens the door into the area occupied by the PCs and uses horrific visage, then grave bolt. The other deathlock wight waits for a round after opening the double doors, then proceeds quietly down the wide hallway to attack the characters from behind. If attacked in melee, this wight unleashes horrific visage, then flees back to its comrade. If the PCs come through the secret door from room 3, then the wights split up and run for the two doors during their first turn and the zombies come from the eastern stairways during round 2. The deathlock wights cant use their reanimation power on the pack zombies, but they can (and do) use it on each other.

Features of the Area

Illumination: None, other than what the PCs bring PACK ZOMBIE with them. In rare cases, zombies who lived highly regimented lives Floor Debris: The wreckage on the floor is composed such as former soldiersretain a tiny vestige of that training of smashed cots once used when this was a hospital for in undeath. These so-called pack zombies are more deadly war wounded. than normal zombie minions, though just as easy to Door Lock: A DC 15 Thievery check is sufficient to destroy. open the northern door, as is a DC 20 Strength check. Secret Door: A DC 22 Perception check is sufficient to Pack Zombie Tactics notice this door hidden in the stonework. It leads to room Pack zombies attack as a group, gaining the bonus from pack 3, and both secret doors are obvious from within the hall- attack. They fight to the death, usually under the command way between them. of some more powerful creature.

Pack Zombie Lore

A character knows the following information with a suc- cessful Religion check. DC 15: Pack zombies retain a vestige of the combat training and teamwork they possessed in life, typically as soldiers or mercenaries. DC 20: Whether returned from death by foul ritual or sheer force of evil willpower, pack zombies defend their masters even at the cost of their own existence.ROBERT L A Z Z ARE T TI

5 ROOM 3: PRISON CHAMBER

Encounter Level 2 (777 XP) Hrimohl, Orc Berserker Level 4 Brute

Medium natural humanoid XP 175 Initiative +3 Senses Perception +2; low-light vision Setup HP 66; Bloodied 33; see also warriors surge AC 15; Fortitude 17, Reflex 13, Will 12 The orc drudges are gathered near the southern entrance, Speed 6 (8 while charging) with Hrimohl in the middle of the room and the wolves m Greataxe (standard; at-will) Weapon near the north. Hrimohl waits for the other orcs to ban- +8 vs. AC; 1d12 + 5 damage (crit 1d12 + 17). dage themselves before he pushes into the room again. M Warriors Surge (standard, usable only while bloodied; encounter) This encounter includes the following creatures. Healing, Weapon 1 orc berserker (O) The orc berserker makes a melee basic attack and regains 16 hit 2 gray wolves (W) points. Alignment Chaotic evil Languages Common, Giant 8 orc drudges (D) Skills Endurance +10, Intimidate +6 Str 20 (+7) Dex 13 (+3) Wis 10 (+2) Unless the PCs loudly converse or make other obvi- Con 16 (+5) Int 8 (+1) Cha 9 (+1) ous noise, all monsters are distracted at the start of the Equipment leather armor, greataxe encounter. The orc drudges have a passive Perception score of 10, and Hrimohl has a passive Perception score 2 Gray Wolves Level 2 Skirmisher of 12. Medium natural beast XP 125 each Initiative +5 Senses Perception +7; low-light vision If the PCs round the corner from room 1, read: HP 38; Bloodied 19 Beyond the corridor you see a large, torchlit room with rusty shackles AC 16; Fortitude 14, Reflex 14, Will 13 Speed 8 hanging from the stone walls. Two wolves and a pile of dead orc bodies m Bite (standard; at-will) are near the northern entrance, and you can make out a couple of orcs +7 vs. AC; 1d6 + 2 damage, or 2d6 + 2 damage against a prone on the far, southern end of the room. But the long shadows cast by the target. torchlight hint that there are moreperhaps a half dozen or so. Combat Advantage If the gray wolf has combat advantage against the target, the If the PCs first open the secret door from room 2, target is also knocked prone on a hit. read: Alignment Unaligned Languages Str 13 (+2) Dex 14 (+3) Wis 13 (+2) An orc with a greataxe says, And hurry up with the bandages! then Con 14 (+3) Int 2 (3) Cha 10 (+1) starts at the sound of the secret door creaking open. The torchlit room before you has shackles on the walls. Walls screen the northern and southern areas of the room from your view. Tactics The orc drudges immediately charge into the fray, getting 8 Orc Drudges Level 4 Minion into melee combat with as many PCs as possible. Medium natural humanoid XP 44 each Hrimohl and the wolves maneuver to the side or rear of Initiative +0 Senses Perception +0; low-light vision the group, looking for flanking opportunities. The wolves HP 1; a missed attack never damages a minion. work together to knock a PC prone. AC 16; Fortitude 15, Reflex 12, Will 12 Hrimohl and the wolves fight until slain, but the orc Speed 6 (8 while charging) m Club (standard; at-will) Weapon drudges flee out of the dungeon if Hrimohl dies and the +9 vs. AC; 5 damage. PCs outnumber the remaining drudges. Alignment Chaotic evil Languages Common, Giant Str 16 (+3) Dex 10 (+0) Wis 10 (+0) Con 14 (+2) Int 8 (1) Cha 9 (1) Equipment hide armor, club

6 Features of the

ROOM 3: PRISON CHAMBER

Area Illumination: The orcs have dropped torches near the northern entrance, in the middle of the room, and near the southern entrance. Secret Door: A DC 22 Perception check is sufficient to notice this door hidden in the stonework. It leads to the sunken chamber in room 2, and both secret doors are obvious from within the hallway between them. Shackles: These are badly rusted and wouldnt keep anyone prisoner for long. They have slots for padlocks, but no locks are present. Corpses: The piles of kobold and orc bodies at the north and south ends of the room count as difficult terrain.R ALPH HOR SLE Y / ROBERT L A Z Z ARE T TI

8 ROOM 4: PILLARED HALL Features of the Area corner enables the kobolds to climb up to the ledge that runs along two sides of this chamber and across the south- Illumination: There is a torch in a wall sconce on the ern edge of the area that contains the pllars. eastern side of each column. Ledge: The ledge is 10 feet off the ground. It takes a DC 20 Athletics check and 4 squares of movement to get up on the ledge. Broken Column: The easternmost column has collapsed and lies in rubble on the floor (dif- ficult terrain). The ceiling sags somewhat but remains sturdy. Secret Door: It takes a DC 25 Perception check to spot this door hidden in the wall masonry. It leads to room 5. Orc Berserker: His statistics are identical to Hrimohls (the orc present in room 3), except that he has only 10 hit points left. Hes just trying to get out alive and will flee through the northwest hallway as soon as the passage looks clear. HeZO LTA N B O R OS & G A B O R S Z I K S Z A I / R O B E R T L A Z Z A R E T T I

will attack if cornered, and will use his warriors

surge if possible to regain hit points, but hes not worth any XP if he is engaged and defeated before he can flee.

Eastern Chamber This room has piles of furs, a smoldering cook fire, and simple kitchen equipment. Its the primary living area for the kobolds. The ladder in the southeast

9 ROOM 5: SACRIFICE CHAMBER

Encounter Level 1 (500 XP)

Setup There are no monsters in this room, just a trap and a weird magical effect. This encounter includes the following obstacle. 1 spinning blade pillar trap

When the PCs emerge from the corridor, read:

Theres an obvious pit near the middle of this room, a simple stone altar along the north wall, and two glowing, glass coffins propped upright in the northwest and northeast corners. Brightly glowing mist swirls inside each coffin.

Spinning Blade Pillar Elite Level 5 Obstacle

Trap XP 400 Blades rise out of hidden compartments and spin wildly across the chamber. Trap: A spinning blade pillar rises from the floor and spins like a top, moving its speed in a random direction and then attacking in each round. It wont move over the pit or out of the room. Special: If the characters examined the wreckage in room 1, they gain a +2 bonus on all skill checks related to this trap. Perception DC 22: The character notices trigger plates around the chamber. DC 27: The character notices the hidden control panel concealed along the wall, immediately north of the entrance. Initiative +7 Speed 2 Shaft: A 30-foot-deep vertical shaft connects this room Trigger to room 8, opening above the pool. Anyone falling from When a character moves into a trigger square, the pillar rises above takes 2d10 damage (the water cushions the fall a bit). up from the floor in the center of those four squares, and then blades spring out and attack. Altar: Atop a small shrine (not depicted on the map) Attack lies the treasure noted belowthe last offering anyone Standard Action Close burst 1 made before this fortress fell. Targets: Each creature in burst Coffins: Any damage will break open a coffin, releas- Attack: +10 vs. AC, two attacks per target ing three glamor spirits from within. These spirits look Hit: 3d8+3 damage like humans dressed in ancient robes, and are neither If the spinning blade pillar moves into a Large or smaller sentient nor hostile. Any attack against a glamor spirit characters space, it pushes that character 1 square and knocks the character prone. automatically hits, immobilizing it for 1 hour. The attack- Countermeasures ing creature becomes immobilized (save ends) and takes a Up to two characters can engage in a skill challenge to 2 penalty to defenses for the rest of the encounter. deactivate the control panel. DC 22 Thievery. Complexity Any released spirits wander about the room for 1 3 (8 successes before 4 failures). Success disables the trap. round, then float down the shaft. If any glamor spirit Failure causes the spinning blade to act twice in the round descends through the shaft, the PCs hear a roar (from the (make a second initiative roll for the trap). dragon below), a gurgling sound, then silence. Characters can attack the spinning blade pillar (AC 18, other defenses 15; hp 110; resist 5 all) or the control panel The glamor spirits are worth an additional 100 XP if (AC 16, other defenses 13; hp 70; resist 5 all). Destroying they are released, since their presence makes dealing with either disables the entire trap. the trap more difficult. If the characters elect not to break open the coffins, they likewise earn an additional 100 XP Features of the Area for their discretion.

Illumination: The glowing coffins brightly illuminate

everything in this room. Treasure One treasure parcel sits atop the altar in this room.

When the PCs reach the western part of the room, Features of the Area read: Illumination: A lit lantern sits near the southeast A ladder leads down off the ledge into this room, full of shards of corner in the eastern chamber. The western chamber is broken pottery, some of it piled in heaps on the floor. A stairway in the dark. northwest corner leads downward. Ledge: The ledge is 10 feet off the ground. It takes a DC 20 Athletics check and 4 squares of movement to get up 4 Kobold Dragonshields Level 2 Soldier on the ledge. A ladder adjacent to the western edge of the Small natural humanoid XP 125 each ledge enables the kobolds to get up and down easily. HP 36; Bloodied 18 Treasure: Two treasure parcels can be found in a See page 8 for full statistics. locked cabinet (Thievery DC 20) in the eastern room.

Tactics The two dragonshields in the eastern section imme- diately fall back through the curtain, attempting to lure the PCs into a trap. The other two dragon- shields wait on either side of the short hallway, step- ping out to flank intruders. The wyrmpriest and any surviving slingers from room 4 move along the ledge to attack PCs in the western portion ofR O B E R T L A Z Z A R E T T I ( 2)

the room. They fall back if

bloodied or if confronted on the ledge.

11 ROOM 7: STATUE ROOM

Encounter Level 3 (750 XP) When the PCs first descend the stairs, read: A 12-foot-tall statue of a menacing warrior dominates the eastern Setup part of this room. In the center is a flying drake in front of a set of cur- tains hanging from the ceiling like a tent. Theres a 5-foot-high stage Hareel Vaar, the mage in room 11, uses this room for his behind the statue along the eastern wall, with a pair of crossbow-like drake-breeding project. His drakes are kept behind a set constructs standing guard. of curtains because Vaar thinks the glowing statue was disturbing their sleep. Three of the drakes are inside the 2 Arbalesters Level 4 Artillery curtained area in the middle of the room, while the fourth Medium natural animate (construct, homunculus) XP 175 each is outside. A pair of arbalesters stands on the stage area, Initiative +6 Senses Perception +8; darkvision one to either side of the statue. HP 43; Bloodied 21 This encounter includes the following creatures. AC 17; Fortitude 16, Reflex 18, Will 15 2 arbalesters (A) Immune disease, poison 4 spiretop drakes (S) Speed 6 m Slam (standard; at-will) +4 vs. AC; 1d4 + 2 damage. The arbalesters have a passive Perception score of 19, and r Bolt (standard; at-will) the spiretop drakes have a passive Perception score of 13 Range 20/40; +9 vs. AC; 1d8 + 4 damage. (and three of them are relying on hearing alone since they C Double Shot (standard; recharge ; see also guard area) start behind the curtain). The arbalester makes two bolt attacks, either against a single target or against two targets within 3 squares of each other. Guard Area At the start of the arbalesters turn, if an enemy is in its guarded ARBALESTER area, the arbalester automatically recharges its double shot power. An arbalester is a form of homunculus, which is a construct Alignment Unaligned Languages created to guard specific places, objects, or beings. They Str 15 (+4) Dex 18 (+6) Wis 12 (+3) require no food or sleep, and they can maintain their watch Con 13 (+3) Int 5 (1) Cha 3 (2) indefinitely. Homunculi can understand fairly complex orders, and 4 Spiretop Drakes Level 1 Skirmisher they follow instructions with no thought of self-preserva- Small natural beast (reptile) XP 100 each tion (unless, of course, they are ordered to avoid taking Initiative +6 Senses Perception +3 damage). HP 29; Bloodied 14 AC 16; Fortitude 11, Reflex 14, Will 13 Little more than a powerful crossbow bolted to a wooden Speed 4, fly 8 (hover); see also flyby attack chassis, an arbalester moves about on three articulated m Bite (standard; at-will) legs. +6 vs. AC; 1d6 + 4 damage. m Snatch (standard; at-will) Arbalester Tactics +4 vs. Reflex; 1 damage, and the spiretop drake steals a small A homunculus can be attuned to a specific area, creature, object from the target, such as a vial, scroll, or coin. or object, guarding it with its life. The homunculus gains M Flyby Attack (standard; at-will) The spiretop drake flies up to 8 squares and makes one melee certain powers and benefits in this guard role (as noted in basic attack at any point during that movement. The drake its statistics) and singlemindedly attacks creatures that trig- doesnt provoke opportunity attacks when moving away from the ger its guard condition(s). target of the attack. An arbalester is often tasked with guarding an area. Alignment Unaligned Languages This area can be up to 5 squares on a side. It makes ranged Str 11 (+0) Dex 18 (+4) Wis 16 (+3) attacks whenever possible. Con 13 (+1) Int 3 (4) Cha 11 (+0)

Arbalester Lore Tactics

The following information can be obtained with a success- The arbalesters dont leave their posts on the stage, con- ful Arcana check. tinuing to fire as long as they can see any PCs. The area DC 15: An arbalester is a particular type of homunculus, each arbalester guards is outlined on the encounter map. particularly well designed to guard a particular area. The first spiretop drake engages the PCs immediately, DC 20: As long as foes are present in the area guarded and another one flies out from behind the curtain in each by the arbalester, its withering barrage of crossbowlike bolts subsequent round. All the drakes act at the same point in continues without slowing. the initiative order.

12 R O O M 7 : S TAT U E R O O M Features of the Area The eastern hallway hasnt been discovered by the new inhabitants of the dungeon yet. Its dusty and untraveled, Illumination: This room is lit by braziers (as torches) in and it ends in a short staircase leading to a door. the northwest and northeast corners, and the statue (as a The western hallway is the main thoroughfare of the candle) in the east. lower level of the dungeon. Several dark, damp, rough- Stage: The ledge is 5 feet off the ground. It takes a DC hewn tunnels lead out of this hallway. The two at ground 20 Athletics check and 2 squares of movement to get up level are dead ends, but the other two tunnelsboth about on the ledge. If PCs use the statue as extra handholds and 5 feet above the floorprovide access to other areas of the footholds, the Athletics check DC drops to 10. dungeon (specifically, to room 8 and to the eastern hall- Nest: The drakes emerge from a nest thats blocked off way between rooms 7 and 9). from the rest of the room with curtains. The curtains offer total concealment but are destroyed by even 1 point of damage. Statue: The statue set into the ledge is a menacing humanoid in spiked plate mail and a helm that covers the face. Made of a swirling green marble, it glows softly. Tapestries: The large tapestry along the western wall depicts a number of armored soldiers with swords (not unlike the statue) marching up a clearly magical stairway to a white castle built on a cloud. The tapestries hanging in the northeast and southeast corners depict heraldryand if you ever wanted the chance to implicate that a noble family in your campaign had a sinister past, nows your chance. Secret Door: A DC 27 Perception check is sufficient to notice this door hidden in the stonework. Its also locked (Thievery DC 20), and none of the current dungeon deni- zens have found the door yet, much less the key. It leads toD O U G KOVAC S / R O B E R T L A Z Z A R E T T I

room 9, and the secret door is hidden in both directions.

Hallways Two halls lead out of this room.

13 ROOM 8: DRAGONS LAIR

Encounter Level 4 (875 XP) If the PCs released any of the glamor spirits in room 5, then Skatharilarn begins the battle without his breath Setup weapon, which was used against the spirits but hasnt recharged yet. Roll recharge normally for it. Skatharilarn is the dragon who leads the kobolds and pays This battle is more fun if Skatharilarn moves around, Haruul Vaar very well for his services as a mage. He usu- even when it isnt tactically necessary for him to do so. ally lounges in the northeast corner of the room. Remember that as a Large creature, he can move through This encounter includes the following creature. the squares of Small creatures. 1 young black dragon (B) Skatharilarn fights until slain. He pursues fleeing PCs unless hes bloodied, in which case he remains in his lair Skatharilarn has a passive Perception score of 19. to lick his wounds. If given the chance for a short rest, he expends his only healing surge and regains 30 hit points; When the PCs first enter the chamber, read: if the characters flee and return the next day, he regains Two features dominate this room: a pool of water in the center of the another 30 hit points. room and a black dragon thats cooling its tail in it.

Tactics Features of the Area

Illumination: Skatharilarn sits in the dark. The only Before using his breath weapon for the first time, Skathari- illumination is what the PCs brought with them, unless larn uses frightful presence, then spends an action point to they released the glamor spirits in room 5. If any of use his breath weapon. As combat continues, Skatharilarn the spirits are down here, scatter them throughout the uses his breath weapon as often as he can, and he even chamber. Theyre immobile, but they still shed light as risks opportunity attacks if necessary to get into better a candle. position before doing so. Shaft: A vertical shaft connects this room to room 5. If Dont forget about the dragons tail slash, and when you the PCs descend from room 5, they fall or climb down into can, use the push at the end of this attack to put the PCs in the 2-foot depth of water in the center of the pool. They the water. The more you can keep the PCs in difficult ter- take 2d10 damage if they fall (the water does cushion the rain, the more likely they are to be nicely grouped for the blow somewhat). breath weapon. Pool: The water is only 2 feet deep, but thats enough to make it difficult terrain. Treasure: Three treasure par- cels are hidden (Perception DC 15) in alcoves high on the north wall.

Encounter Level 1 (600 XP) Shadow Glide (move; encounter)

The wraith shifts 6 squares. Spawn Wraith Setup Any humanoid killed by a wraith rises as a free-willed wraith at The door at the far end of the hallway inside this room is the start of its creators next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature half-open, luring the characters into a trap. (using the Raise Dead ritual) does not destroy the spawned wraith. Nothing happens until the PCs open one of the doors in Alignment Chaotic evil Languages Common the hallway. Then the undead attack! Skills Stealth +11 This encounter includes the following creatures. Str 4 (1) Dex 18 (+6) Wis 10 (+2) 1 wraith (S) Con 13 (+3) Int 6 (+0) Cha 15 (+4) 2 ghouls (G)

All the undead have passive Perception scores of 12.

Tactics The wraith uses phasing to pop in and out of combat throughout the encounter. It stays away from any PC who When the PCs look down the hall, read: has a light source unless it can ambush that PC alone. You see a shadow of movement flit across the half-open door. The ghouls gang up against a single PC if possible. All three undead fight until slain. When the PCs open any door, read: The doors along the side of the hallway fly open! Behind the eastern and western doors are cadaverous creatures of rotting flesh with loll- Features of the Area ing tongues and feral eyes. Then a shadowy presence floats through Illumination: None, other than what the PCs bring the door to the north, grasping ebon hands outstretched. with them. Doors: The doors are all unlocked. 2 Ghouls Level 5 Soldier Treasure: Two treasure parcels can be found in a Medium natural humanoid (undead) XP 200 each locked chest (Thievery DC 15) in the northern room. Initiative +8 Senses Perception +2; darkvision HP 63; Bloodied 31 AC 21; Fortitude 18, Reflex 20, Will 17 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 8, climb 4 m Claws (standard; at-will) +12 vs. AC; 1d6 + 4 damage, and the target is immobilized (save ends). M Ghoulish Bite (standard; at-will) Target must be immobilized, stunned, or unconscious; +10 vs. AC; 3d6 + 4 damage, and the target is stunned (save ends). Alignment Chaotic evil Languages Common Skills Stealth +11 Str 14 (+4) Dex 19 (+6) Wis 11 (+2) Con 15 (+4) Int 10 (+2) Cha 12 (+3)

Encounter Level 1 (600 XP) Alignment Evil Languages Common, Supernal

Skills Arcana +9, Bluff +9, Stealth +9 Str 12 (+2) Dex 17 (+4) Wis 14 (+3) Setup Con 16 (+4) Int 16 (+4) Cha 16 (+4) The iron defenders mindlessly patrol the room, while the imp watches and listens at the door. 3 Iron Defenders Level 3 Soldier This encounter includes the following creatures. Medium natural animate (construct, homunculus) XP 150 each 1 imp (I) Initiative +5 Senses Perception +6; darkvision HP 47; Bloodied 23 3 iron defenders (D) AC 18; Fortitude 16, Reflex 15, Will 13 Immune disease, poison The imp has a passive Perception score of 18, and the iron Speed 6 defenders have a passive Perception score of 16. m Bite (standard; at-will) +8 vs. AC; 1d8 + 3 damage. When the PCs first open the door, read: M Guard Creature (immediate reaction, when an adjacent enemy To the right of the door, rubble strewn across the floor partially blocks attacks the imp; at-will) The iron defender makes a bite attack against the enemy. off a side chamber. Ahead to the north is a double door set into a Pursue and Attack glowing archway and another, larger chamber to the west. A tiny When the iron defender makes an opportunity attack, it shifts 1 winged humanoid flitters nervously in the northeast chamber. square before or after the attack. Alignment Unaligned Languages Imp Level 3 Lurker Str 16 (+4) Dex 15 (+3) Wis 11 (+1) Tiny immortal humanoid (devil) XP 150 Con 15 (+3) Int 5 (2) Cha 8 (+0) Initiative +8 Senses Perception +8; darkvision HP 40; Bloodied 20 AC 17; Fortitude 15, Reflex 15, Will 15 Tactics Resist 15 fire The imp wants to lure the characters across the difficult Speed 4, fly 6 (hover) terrain into the northeast part of this chamber. As soon m Bite (standard; at-will) as at least two characters have come after it, the imp flies +7 vs. AC; 1d6 + 1 damage. through a narrow tunnel near the ceiling that crosses the M Tail Sting (standard; recharges when the imp uses vanish) Poison central hallway and also provides access to room 11. +8 vs. AC; 1d8 + 3 damage, and the imp makes a secondary attack against the same target. Secondary Attack: +5 vs. Fortitude; There, it commands the three iron defenders hiding the target takes ongoing 5 poison damage and a 2 penalty to around the corner to charge in and attack. Will defense (save ends both). The iron defenders fight until slain, but if the imp is Vanish (standard; at-will) Illusion bloodied it flies back into its narrow tunnel and into room The imp becomes invisible until the end of its next turn or until it 11 to warn Hareel Vaar. attacks.

Features of the Area

Illumination: The archway (see below) sheds light as bright as a lantern. Archway: Over the double door is a stone archway made of the same glowing stone as the statue in room 7. Inscribed in Common are the words End it with valor. Debris: There used to be green glowing statues throughout this room, but theyre just green, glowing wreckage now. Frescoes: Running in a band around the perimeter of the room are a series of fresco portraits on the walls, depicting champions from long ago. If you want to provide a con- nection to your ongoing game, a familiar faceR O B E R T L A Z Z A R E T T I ( 2)

or name among the portraits will suggest that

someone in your campaign world knows about this placeand perhaps did battle in room 11.

18 R O O M 1 1 : T E S T O F VA LO R the pit early, Hareel releases all remaining monsters, then turns his attentions to the escaping characters. Hareel doesnt reveal himself right away, but taunts the PCs throughout the battle. Roll initia- tive for him at the start of the fight; his presence in the initiative order reminds you to taunt the PCs or cheer on the monsters at least once a round. On round 6, Hareel Vaar steps to the edge of the pit and casts either thunder burst or dancing lightning (if he cant place the thunder burst without hitting one of his allies). In later rounds he relies on magic missile. If the imp from room 10 sur- vived, he stays close to Hareel Vaar, attacking only to defend the mage. All the monsters fight until slain. They dont leave the battle pit. Features of the Area Illumination: A magic chandelier, chained to the The Rewards of Valor ceiling, hangs 30 feet over the pit and provides bright illumination. A PC can take a standard action to loop a Not content simply to allow the combatants own prowess rope over one of the chandelier arms, then climb the rope to determine the outcome of battles here, the former occu- at half speed with a DC 10 Athletics check. A PC at an pants imbued this arena with certain magical properties altitude at least as high as a ledge can make a DC 15 Acro- that twist the fates of those within. batics check as a move action to swing to that ledge. Each time a character or creature in the pit scores a Portcullis: This iron portcullis requires a DC 28 critical hit, becomes bloodied, or reduces a foe to 0 hit Strength check to force upward enough for someone to points, roll 1d6. Add 2 if the triggering creatures side is squeeze underneath it. outnumbered (count only creatures in the lower pit area). Pit Walls: Climbing the 10-foot-high pit wall requires a DC 20 Athletics check (or DC 0 if climbing a ladder) and 1 You teleport into a randomly chosen unoccupied 4 squares of movement. A character can climb the spiked corner of the pit. walls instead (Athletics DC 15), but a failed check deals 23 You and each of your allies regain 1d10 hp (if 1d6 damage to the character. bloodied) or take 1d10 damage (if not bloodied). Spiked Walls: Any character pushed, pulled, or 45 You and each of your allies gain a +2 bonus to slid into a square containing spikes takes an extra 1d6 attack rolls and skill checks until the end of the damage. triggering creatures next turn. Plank Bridge: These rickety wooden planks can hold 6 You gain an extra standard action, which you up to 200 pounds before breaking; a fall deals 1d10 must use before the end of your next turn or it is damage. lost. Bars: The middle level of the room is separated into eight small sections by stout wooden bars (Strength DC 23 These are treated as immediate reaction effects. Only to break). characters and creatures on the lowest level of the pit can Ladder: Hareel Vaar uses the ladder lying on the top trigger or be affected by these effects. level to get down to the middle level. Levers: Along the north wall of the upper room are the levers that control the portcullis and the moving walls. Flipping one is a minor action.ROBERT L A Z Z ARE T TI

Treasure: Near the levers, a display case holds the Jade

Chalice and one other treasure parcel.

19 Conclusion Where Do We Go from With Hareel Vaar defeated and the Jade Chalice in PC hands, the adventure is over. Unless the PCs actively seek Here? Treasure of Talon Pass contains a number of threads that out encounters they bypassed, they depart the dungeon can lead to further adventures. For example: with no further encounters, and their trip back to civiliza- The orcs in the dungeon might not comprise the entire tion is likewise uneventful. Nightfist mercenaries group. The surviving Nightfists certainly want to avenge their fallen comrades and are Expanding the Adventure capable of arriving at exactly the most inconvenient The easiest way to expand the adventure is to physically moment for the PCs. make the dungeon bigger. The eastern walls of rooms 4 The Jade Chalice could have mystical significance and 9 are good places to add a hallway leading to whatever beyond its intrinsic value. It might be a focus for an sort of room you like. If you want to play up the dragons ancient ritual, a minor artifact, or even the vessel for a lair, add a few natural caves that connect to room 8, and ghost (malevolent or benign). put more of the dragons minions (and more of the drag- The PCs could learn more about the ancient empire that ons hoard!) there. built the dungeon in the first place. Future dungeons If your D&D group has more or fewer than five players, could have similar layouts, traps, and decorative details. consider adjusting the encounters to compensate. For each You can build a whole campaign around the notion of a character above or below five, add or subtract monsters remnant trying to revive that ancient empire, or merely worth about 20% of the encounters total XP budget. For include another ancient fortress later and wait for your example, in room 3 you could add an additional gray wolf players to say, Hey, didnt that fortress near Talon Pass if you have six players at your table. If you add monsters have frescoes like this? in this way, you should also add extra treasure parcels as Somewhere out there, Skatharilarn has relatives. described in the Dungeon Masters Guide. An angry parent or sibling could seek a measure of You can also flesh out the encounters more fully or vengeance against the PCs that killed the dragon. Alter- rebuild them to suit the tastes of your group. In room 11, natively, PCs who bring Skatharilarns head back to for example, the PCs might engage in a skill challenge civilization might find gainful employment when word with Hareel Vaar before the doors start opening and battle spreads that theyre capable of facing down a dragon begins. You could add some needlefang drake swarms to (even a young one) in its lair. room 7, reducing the number of spiretop drakes to com- pensate. The PCs might be able to explore room 2 without New Magic Item a fightor even get the undead to work for themif theyre able to impersonate citizens of that ancient empire and Talon Amulet Level 3 fool the deathlock wight. Bearing a single dragons claw, this necklace sharpens your attacks and discourages marauders as well. Lvl 3 +1 680 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: Gain +1 item bonus to damage rolls when you have combat advantage. Power (Daily): Minor Action. Until the end of the encounter, any creature that hits you with a melee attack takes 1d6 damage.

20DWARF FIGHTER

Name: _____________________ Gender: ___________

As a dwarf, you share many qualities with the earth and rock of your mountain home. You are strong, hardy, and dependable. As a fighter, your job is to defend your allies. You are brave, loyal, and devoted to the cause of goodness.

21 Racial Traits Ability Scores Check Modifier Height: 4' 8" Weight: 200 lb. Size: Medium Str 16 +4 Speed: 5 squares Vision: Low-light Con 16 +4 Languages: Common, Dwarven Alignment: Good Dex 13 +2 Int 10 +1 Skill Bonus: +2 Dungeoneering, +2 Endurance (already Wis 14 +3 included). Cha 11 +1 Cast-Iron Stomach: +5 racial bonus to saving throws against poison. Skills (Ability) Trained? Modifier Dwarven Resilience: You can use your second wind as a Acrobatics (Dex) +2 minor action. Arcana (Int) +1 Stand Your Ground: When an effect forces you to move Athletics (Str) Yes +9 through a pull, a push, or a slideyou move 1 square Bluff (Cha) +1 less than the effect specifies. Diplomacy (Cha) +1 In addition, when an attack would knock you prone, Dungeoneering (Wis) +5 you can make an immediate saving throw to avoid fall- Endurance (Con) Yes +11 ing prone. Heal (Wis) +3 History (Int) +1 Class Features Insight (Wis) +3 Combat Challenge: Every time you attack an enemy, Intimidate (Cha) Yes +6 whether that attack hits or misses, you can choose to Nature (Wis) +3 mark that target. The mark lasts until the end of your Perception (Wis) +3 next turn. While a target is marked, it takes a 2 pen- Religion (Int) +1 alty to attack rolls for any attack that doesnt include Stealth (Dex) +2 you as a target. A creature can be subject to only one Streetwise (Cha) +1 mark at a time. A new mark supersedes a mark that was Thievery (Dex) +2 already in place. In addition, whenever a marked enemy that is Gear adjacent to you shifts or makes an attack that does not Armor: +1 magic scale mail (see below). include you, you can make a melee basic attack against Weapon: +1 resounding maul (see below), daggers (5). Your that enemy as an immediate interrupt. daggers have a range of 5/10 as thrown weapons. Combat Superiority: You gain a +2 bonus to opportunity Adventurers Kit: This kit includes: a backpack, a bed- attacks. roll, flint and steel, a belt pouch, two sunrods, ten days Fighter Weapon Talent: You gain a +1 bonus to attack worth of trail rations, 50 feet of hempen rope, and a rolls when using two-handed weapons (already waterskin. included). Gold: 10 gp

Feats Magic Scale Mail Level 1

Power Attack: When making a melee attack, you can A set of basic yet effective enchanted armor. take a 2 penalty to the attack roll. If the attack hits, you Lvl 1 +1 360 gp gain a +3 bonus to the damage roll. Enhancement: AC (already included) Dwarven Weapon Training: You gain a +2 feat bonus to damage rolls with axes and hammers (such as your Resounding Maul Level 2 maul). A thundering peal sounds when this weapon hits, dazing its target. Lvl 2 +1 520 gp Enhancement: Attack rolls and damage rolls (already included) Critical: +1d6 thunder damage Power (Daily): Free Action. Use this power when you hit with the weapon. The target is dazed until the end of your next turn.

22HALFLING ROGUE

Name: ______________________ Gender: ___________

As a halfling, you are resourceful and known for your quick

wits and steady nerves. As a rogue, your job is to dart in and deal massive damage, and use your skills to aid your allies as necessary.

Name: _____________________ Gender: ___________

As a human, you are decisive and rash. You are nothing if not adaptable. As a wizard, you channel arcane forces to exert con- trol that hinders foes or blasts them into oblivion. Magic is your art form.

Attacks Melee Basic Attack: +4 (quarterstaff) Damage: 1d8 + 1 Ray of Frost Wizard Attack 1 Ranged Basic Attack: +6 (magic missile) Damage: 2d4 + 5 A blisteringly cold ray of white frost streaks to your target. At-Will Arcane, Cold, Implement At-Will Powers Standard Action Ranged 10 Ghost Sound Wizard Cantrip Target: One creature With a wink, you create an illusory sound that emanates from Attack: +6 vs. Fortitude somewhere close by. Hit: 1d6 + 5 cold damage, and the target is slowed until the end of your next turn. At-Will Arcane, Illusion Standard Action Ranged 10 Target: One object or unoccupied square Scorching Burst Wizard Attack 1 Effect: You cause a sound as quiet as a whisper or as loud as A vertical column of golden flames burns all within. a yelling or fighting creature to emanate from the target. At-Will Arcane, Fire, Implement If you whisper, you can whisper quietly enough that only Standard Action Area burst 1 within 10 squares creatures adjacent to the target can hear your words. Target: Each creature in burst Attack: +6 vs. Reflex Light Wizard Cantrip Hit: 1d6 + 5 fire damage. With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space. Encounter Powers At-Will Arcane Burning Hands Wizard Attack 1 Minor Action Ranged 5 A fierce burst of flame erupts from your hands and scorches nearby foes. Target: One object or unoccupied square Effect: You cause the target to shed bright light that fills the Encounter Arcane, Fire, Implement targets square and all squares within 4 squares of it. The Standard Action Close blast 5 light lasts for 5 minutes. Putting it out is a free action. Target: Each creature in blast Special: You can have only one light cantrip active at a time. If Attack: +6 vs. Reflex you create a new light, your previously cast light winks out. Hit: 2d6 + 5 fire damage.

Magic Missile Wizard Attack 1 Jump Wizard Utility 2

You launch a silvery bolt of force at an enemy. You or another creature you choose can suddenly leap great distances. At-Will Arcane, Force, Implement Standard Action Ranged 20 Encounter Arcane Target: One creature Move Action Ranged 10 Attack: +6 vs. Reflex Target: You or one creatureW I L L I A M O CO N N O R

Hit: 2d4 + 5 force damage. Effect: The target makes an Athletics check to jump with a Special: This power can be used to make ranged basic attacks. +10 power bonus, and the target does not have to move to make a running jump.

Attacks Melee Basic Attack: +5 (mace) Damage: 1d8 + 2 Ranged Basic Attack: +3 (crossbow) Damage: 1d8 Channel Divinity: Divine Fortune Cleric Feature In the face of peril, you hold true to your faith and receive a special boon. At-Will Powers Encounter Divine Lance of Faith Cleric Attack 1 Special: You can use only one of your three Channel Divinity A brilliant ray of light sears your foe with golden radiance. Spar- powers in any single encounter. kles of light linger around the target, guiding your allys attack. Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving At-Will Divine, Implement, Radiant throw before the end of your next turn. Standard Action Ranged 5 Target: One creature Attack: +4 vs. Reflex Channel Divinity: Turn Undead Cleric Feature Hit: 1d8 + 3 radiant damage, and one ally you can see gains You sear undead foes, push them back, and root them in place. a +2 power bonus to his next attack roll against the target. Encounter Divine, Implement, Radiant Special: You can use only one of your three Channel Divinity Sacred Flame Cleric Attack 1 powers in any single encounter. Sacred light shines from above, searing a single enemy with its Standard Action Close burst 2 radiance while at the same time aiding an ally with its beneficent Target: Each undead creature in burst power. Attack: +4 vs. Will Hit: 1d10 + 4 radiant damage, and you can push the target At-Will Divine, Implement, Radiant 6 squares. The target is immobilized until the end of your Standard Action Ranged 5 next turn. Target: One creature Miss: Half damage, and the target is not pushed or Attack: +4 vs. Reflex immobilized. Hit: 1d6 + 3 radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Healing Strike Cleric Attack 1 Divine radiance gleams from your weapon. When you smite your Encounter Powers enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies. Channel Divinity: Armor of Bahamut Feat Power Encounter Divine, Healing, Radiant, Weapon Bahamut protects you or a friend from devastating harm. Standard Action Melee weapon Encounter Divine Target: One creature Special: You can use only one of your three Channel Divinity Attack: +5 vs. AC powers in any single encounter. Hit: 2d8 + 2 radiant damage, and the target is marked until Immediate Interrupt Ranged 5 the end of your next turn. In addition, you or one ally withinW I L L I A M O CO N N O R

Trigger: An enemy scores a critical hit on you or an ally 5 squares of you can spend a healing surge. Add 3 to the Effect: Turn a critical hit against you or an ally within range number of hit points gained from the healing surge. into a normal hit.

Feats Magic Mace Level 1

Channel Divinity: Armor of Bahamut: You can invoke A basic enchanted weapon. the power of your deity to use the armor of Bahamut Lvl 1 +1 360 gp power. Enhancement: Attack rolls and damage rolls (already included) Group Insight: You grant allies within 10 squares of Critical: +1d6 damage you a +1 racial bonus to Insight checks and initiative checks.

28DRAGONBORN PALADIN

Name: _____________________ Gender: ___________

As a dragonborn, you have dedicated your life to honor and the

pursuit of excellence. As a paladin, you are a divine warrior com- mitted to the cause of life and goodness.

Attacks Melee Basic Attack: +9 (longsword) Damage: 1d8 + 5 Ranged Basic Attack: +7 (javelin) Damage: 1d6 + 4 Lay on Hands Paladin Feature At-Will Powers Your divine touch instantly heals wounds. Divine Challenge Paladin Feature At-Will (Special) Divine, Healing You boldly confront a nearby enemy, searing it with divine light if Special: You can use this power once per day. it ignores your challenge. Minor Action Melee touch Target: One creature At-Will Divine, Radiant Effect: You spend a healing surge but regain no hit points. Minor Action Close burst 5 Instead, the target regains hit points as if it had spent a Target: One creature in burst healing surge. You must have at least one healing surge Effect: You mark the target. It remains marked until you use remaining to use this power. this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that Valiant Strike Paladin Attack 1 was already in place. As you bring your weapon to bear, the odds against you add While a target is marked, it takes a 2 penalty to attack strength to your attack. rolls for any attack that doesnt include you as a target. At-Will Divine, Weapon Also, it takes 6 radiant damage the first time it makes an Standard Action Melee weapon attack that doesnt include you as a target before the start Target: One creature of your next turn. Attack: +9, + 1 per enemy adjacent to you vs. AC On your turn, you must engage the target you chal- Hit: 1d8 + 5 damage. lenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the Encounter Powers marked condition ends and you cant use Divine Challenge Channel Divinity: Divine Mettle Paladin Feature on your next turn. Your unswerving faith in your deity empowers a nearby creature to You can use Divine Challenge once per turn. resist a debilitating affliction. Encounter Divine Holy Strike Paladin Attack 1 Special: You can use only one of your two Channel Divinity You strike an enemy with your weapon, which ignites with holy powers in any single encounter. light. Minor Action Close burst 10 Target: One creature in burst At-Will Divine, Radiant, Weapon Effect: The target makes a saving throw with a +3 bonus. Standard Action Melee weapon Target: One creatureW I L L I A M O CO N N O R

30 The high-stakes game of chance preferred by D&D characters of all classes and levels!

Three Dragon Ante is a fast-paced non-collectable

card game based on the tavern games played by Get drunk. On fun, of course.characters within the D&D game world. Three Dragon Ante can be played as a stand-alone card game when there isnt With a roll of the dice, you determine whether to hurl a mug enough time for a full-fledged D&D adventure, or it can be of ale at the warbling bard or smash a chair over the drunken played as part of a roleplaying campaign, where a characters barbarians back. Treachery and chaos abound, as every game abilities can give him or her a unique winning edge. promises a new and hilarious tavern brawling experience. Choose a character, trade some dice rolls with your friends, and see whos left standing in the end!

Wizards.com/threedragonante Wizards.com/inn-fighting All trademarks are property of Wizards of the Coast, Inc. 2008 Wizards.310_3714A_001_cover.indd 2 4/10/08 4:46:21 PM310_3714A_001_cover.indd 2 4/10/08 4:46:21 PM Race for the Jade Chalice You and your comrades must delve into the ruins beneath Talon Pass in search of a fabled jade chalice. Not only is the chalice still guarded, but you arent the only ones after it!

This Dungeons & Dragons adventure takes

characters from 2nd level to 3rd level. It contains Treasure of Talon Pass

five pregenerated characters so you can start playing

right away. Specially designed for Free RPG Day, this adventure includes character hooks, encounter writeups, maps, monster stat blocks, enemy tactics, and even two brand-new monsters and a magic item never before published for 4th Edition D&D.